Welcome!


Hi! I’m Mariia, London based generalist game designer, with a focus on level design, technical design, prototyping and creating inspiring user experiences for mobile, PC and console platforms. I am passionate about designing engaging spaces and intuitive user experiences that allow players to immerse themselves fully, while also weaving in small, memorable moments that captivate and stay with them.
I am a highly co-operative individual, working well within teams to create designs that have players needs in mind.



Some of my projects include:
 

Sleep Swimmer


Role:  Level Designer / UX  designer


Game Description

Sleep Swimmer is an upcoming 2D narrative adventure game where you play as Aria, an anxious girl who escapes her overstimulating world by visiting an underwater town full of salamander people in her dreams. Swim around and collect sounds, mix them on your DJ set, and make salamander friends!






Involvement

  • Iteratively designed, developed and implemented UI elements and player experiences and interactions with in-game systems.    
  • Closely collaborated with programming, art and sound design departments to create new and improve existing gameplay systems and engine tools to streamline the development process.

  • Implemented gameplay content including level designs, puzzles and quests.




More Information
Wishlist On Steam

Cafe Echoes

 

Role: Game Designer / UI/UX / Programmer


Game Description

Cafe Echoes is a narrative 2-player game set in a cafe where two estranged sisters, Zoe and Mia, reunite for the first time in years. Their catch-up takes them back to when they were younger, finally processing the events that led to their division.




Involvement

  • Led a team of collaborators from other disciplines to design and develop a narrative two-player local coop game.

  • Developed level design and implemented gameplay systems and mechanics.

  •  Iteratively designed user experience flows and interfaces from initial concepts and wireframing to high-fidelity prototypes,  ensuring intuitive interactions and clear navigation.




Shadows Of Them



Role: Game Designer/ Narrative Designer/ 3D and 2D Artist


Game Description

Shadows of Them is a first-person psychological horror game where the player must navigate a series of
challenges, guiding a mother through her grief after the loss of her family.
The game takes place inside an underground train station where the character is stuck in a seemingly endless loop as she struggles to cope with her grief.

Involvement

  • Responsible for narrative design, development of puzzle 3D assets and 2D art.

  • Develop: Brighton finalist at the Indie Showcase competition and was rewarded an honourable mention.







Digifold

 

Role: Product Designer / Programmer


Project Description

Digifold is a book of alternative game controllers that merges the digital and physical worlds of games through interactive origami designs. The book consists of 26 pages and features 5 foldable controller designs printed with conductive ink, enabling users to play digital games using handcrafted paper interfaces. Developed with Arduino, Processing, and BareConductive sensors, Digifold reimagines play by transforming physical craft into an interactive, programmable experience.




Involvement

  • Conduced research into Human-Computer Interaction and Tangible User Interfaces, reimagining traditional handheld controller experiences and video games interactions.

  • Iteratevely designed and developed prototypes based on user-centered research and testing.

  • Programmed gameplay interaction using BareConductive microcontroller, Arduino IDE and Processing, modifying open-source games to respond to ink sensor input instead of traditional keyboard controls.





Ediroute

 

Role: Product Designer / Programmer


Project Description

EdiRoute is a design concept for a mobile app that uses digital mapping and GPS art to reimagine urban navigation during large-scale events like the Edinburgh Fringe Festival. The project explores how gamified, data-driven routes can reduce city centre congestion while enhancing the cultural experience of tourists through interactive exploration and the creation of personalized digital “souvenirs.”




Involvement

  • Designed a conceptual mobile app for the Edinburgh Fringe Festival to address urban overcrowding through gamified, data-driven city navigation.

  • Conducted user-centered research into crowd management, and inclusive design to inform app design and experience.

  • Collaborated closely with a landscape architect to design potential walking routes and GPS art, based on publicly available data from past Edinburgh Fringe venue maps.





You can find more projects below


Games Projects

Product Design Projects

 
© 2025 Mariia Kharitonova